Ilquis

Richard Federle's page

Organized Play Member. 59 posts (60 including aliases). No reviews. No lists. No wishlists. 1 alias.


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In many respects, 2nd edition characters WERE single attribute characters. Only one attribute really mattered (the one that applied to you class) and saves were basically the same no matter what your attributes were. Skills, then called Non-Weapon Proficiences, weren't even introduced until after Unearthed Arcana (in the underground book, who's name I can't recall). You had very few weapons (1-3 sounds right) and really not much else.

3rd edition (and by proxy Pathfinder) blew up what a character could do. So, yes, attributes bonuses DO make a big difference.


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Really, average people aren't completely average. They're often good at several things and exceptional with at least one thing.

15 point buy is, in my mind anyways, average. As a player (and GM), I'm not interested in average. Heroes are supposed to be...heroic.

Someone else came up with this and I borrowed it because it gives me the feel I desire. "Your ability scores start at 14. You may lower a score by 1 point to raise another by one point. No score may be lowered below 8 or raised above 18 prior to racial modifiers."


Yes, I just found that text. Thank you everyon!


Okay but is it a free action, move action, standard action, or no action at all to hover?


So I've got a flying race with perfect maneuverability in my campaign. I'm trying to determine if you need the Hover feat in order to make a full round attack while flying or if you can just make a fly skill check. The rules seem to be both ambiguous and contradictory in that regard.


Has anyone thought of or have an idea what it might look like if you would put the ability on a weapon instead of as a wonderous magic item? It would be helpful if you wanted to carry two weapons.


One thing that most people either overlook or simply don't know is that alcohol is a toxin. Makes it REALLY hard to drink an alchemist under the table.....


Evillain wrote:

@Redelia

I will take any and all submissions that meet my guidelines.

I'm fairly sure that I'm not going to qualify, even though I was the one whom requested the game. The ten-minute background is more information that I typically generate for a character...I'm used to working with a concept and/or picture then fleshing out later.

I'm pretty much stuck....so I already know that I won't be able to meet the DM's requested guidelines.

Good luck, all.


Sorry, I forgot. Average gold 140 gps


Arethusa Hydrexia


No kidding. I was expecting like six people myself.

stat: 2d6 + 6 ⇒ (6, 3) + 6 = 15
stat: 2d6 + 6 ⇒ (5, 2) + 6 = 13
stat: 2d6 + 6 ⇒ (1, 5) + 6 = 12
stat: 2d6 + 6 ⇒ (5, 6) + 6 = 17
stat: 2d6 + 6 ⇒ (4, 4) + 6 = 14
stat: 2d6 + 6 ⇒ (1, 6) + 6 = 13

And let's reroll the 12.

stat: 2d6 + 6 ⇒ (5, 6) + 6 = 17

That looks pretty good. I'll have her done later tonight.


I guess the game is already full (teach me to take the night off)....


Evillain wrote:

If you all say the word, I can have a recruitment set up later this evening. Im EST and work until 5 pm on weekdays. I should have what I need already to have some creation and submission guidelines by 7 pm roughly.

Unless of course someone else intends to GM this. In that case, I've several character concepts that just need me to assign them an alias. :)

Unless someone speaks up otherwise, I think you can safely say that the word is give.


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I have a heavily multi-classes (and admittedly anime inspired) character that uses four different classes. You'd be surprised how many fights you can abruptly stop by whipping out a pair of Greatswords and waving them about like daggers. ^_^

Titan Marauder 3, Separatist* 1, Martial Artist 1, Acrobat 1+
*Gorum, travel domain.

Picture Reference


Jesse Heinig wrote:
I made a female human sorceress for a RoW game that died in the first encounter, so obviously I'm interested in participating should the opportunity arise.

I was planning on using my Elven Calistrian cleric (light to no armor, heavy channel user), though I might switch to someone else if there's an overabundance of healing types.


GM Arkwright wrote:
Out of curiosity, what are the benefits you foresee out of running Reign of Winter with a female only party? While Irrisen is matriarchal, from my understanding, not to the point to confer any new privileges on the party.

It's not so much that there's a particular benefit. When I first heard about the AP, I thought that it would be cool to go through it with nothing but female characters.


Thank you. I'll wander over to rpol and put a play-test group together.


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Okay, I've uploaded it to dropbox. Hopefully, that will work better.

New Races

General Classes

Specialist Classes


Okay, world name aside (as everything is open to change)...any other feedback?


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I've mostly completed the number crunching part for a d20 Slayers/Pathfinder Hybrid campaign. What I'd like help with at this point is have people look over what I've drawn up and give me feedback (both good and bad) for it.

I'm including links to my 4 shared account (which is where I've currently got them stored for online review).

New Races

General Classes

Specialist Classes


I really don't have much in the way of expectations. I tend to be fairly flexible other than the basic character concept that I'm working around.


There were a couple of other people that expressed interest as well. (I'm not seeing a way to send you a pm currently).


I've used a Metal Oracle as a tank before. Given the offensive and defensive buffs plus the emergency heal, makes for a fairly good combination.


Let me clarify in that I'm looking for a play-by-post game.

Thank you.


kyrt-ryder wrote:

Here's the Recruitment Thread for Reign of Winter

EDIT: so much for that, none of the people who claimed interest were actually interested. The game is still available to anyone who wants to play Reign of Winter, no more Women Only restriction.

Oh, I'm interested. I'm simply not interested in a play by chat game.

But thank you again for running this AP.


I personally prefer a picture and a paragraph (or so) of background. I've always viewed background as story hooks for when the DM needs a bit of inspiration. And yes, that 25 page backstory (I HAVE seen that) is too much.


kyrt-ryder wrote:

You don't have to dive in hard, we can start with brief sessions, maybe 1-2 hours each.

Sorry to hear that you aren't available Jesse.

I'm honestly not interested in starting with a play by chat session. Sorry but then I'm also going to have to bow out.


I also would prefer play-by-post. It's been a while since I've played in this format and would like to work back into it gradually, not jump off the diving board.


kyrt-ryder wrote:
Jesse Heinig wrote:
kyrt-ryder wrote:
Richard Federle wrote:
I've been wanting to try Reign of Winter AP with a full (only) female party. Aside from that, I have about four or five characters that I've developed over the past few years that I could reactivate.
If you could gather the players [my game only requires 3] I would be more than happy to run your female Reign of Winter.
I have a sorceress that I made for an RoW game that fell apart in the very first encounter.
That makes two! A third and we're in business.

I'm rebuilding her right now, then. I can tweek her a bit once the details of the campaign are decided upon. And thank you.


I've been wanting to try Reign of Winter AP with a full (only) female party. I have a Callistrian Cleric that I'd like to use specifically for this AP.

Anyone?


I've been wanting to try Reign of Winter AP with a full (only) female party. Aside from that, I have about four or five characters that I've developed over the past few years that I could reactivate.


1) Cleric - There's just so many possibilities you can do with a straight up cleric, though my favorite type is a robe caster who prefers using negative channels as weapons.

2) Oracles - I can do everything from be the meat shield to the voice of the party.

3) Paladin - Yup, I'm not lawful stupid. Enjoy the irony.


VRMH wrote:
A second set of clothes.

That's what Living Garments are for. I have a Callistrian cleric who would otherwise haul a small wagon worth of different outfits around. And yes, she absolutely DOES have to have three different sets of shoes to go with that dress.

I've seen parties who's inventory consisted of nothing more than weapons, armor, and a belt pouch to carry money. Oh, the fun the DM has with them....


Really, the only way to force an evil character into being the good guy is going to result in either the use of magic (as has already been mentioned) or through divine intervention.

Assuming that the player actually wants the change, the simplest method is to place an obstacle in the character's path that forces them to do good things rather than the (usually) quick and easy evil path. Another idea that might work is for the antipaladin finding himself under a Geas/Quest spell because one of those npcs that they killed in a bar fight last month turned out to be the second cousin (twice removed, of course) of a powerful king/high priest/etc.

One important thing to remember that I haven't seen mentioned here is that good and evil aren't relative in D&D/Pathfinder.


If it's even suggestive of an issue, have one (or several) of your divine casters produce enough Endure Elements for the entire party.


If I might suggest: Beginner's Guide to Wargaming by Bruce Quarrie.

It's got a simple yet fairly straightforward way to resolve mass combat.


It's interesting to see the different ideas that others have for wealth distribution. While Essence Crystals are an attempt to make magic item enchantment a little less ... vague, I guess you could say.

Lower level crystals might serve as their own form of pseudo-currency as well as the basis for making cheaper magic items. A level 2 crystal might make 10 Cure Light Wound Potions or a level 1 crystal might buy the party a night's stay at a good inn.


Deighton Thrane wrote:
Also, the math is a little off. Take for example a group of four level 6 adventurers. In order to reach their WBL for 7th level they would need to acquire 7500 each, or 30 000 GP. The only crystals they can make would be level 2, which sell for 40 GP each. In order to reach that they would need to defeat 750 CR 3 creatures. That would also get them 150 000 XP, and bring them to level 10.

They sell for 40 gps, yes. But they enchant at a value of 250 gps. And there's also the fact that they can create the crystals without having to defeat anything.


Human

Considered the most flexible and adaptable of the races, human predominate the three kingdoms by an overwhelming margin. With humans at the core of political, religious, and mystical traditions; they form the backbone of civilized society. (14 RP)

Human Racial Traits
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking their Nation language. Humans with high Intelligence scores can choose any languages they want.
Focused Study: At 1st, 8th, and 16th level, members of this race gain the Skill Focus feat in a skill of their choice as a bonus feat.
Skill Training: Pick up to two skills. These skills are always considered class skills for members of this race.

Nekomi

The Nekomi are members of a cat-like race who have a strong warrior tradition. Initially scattered with the destruction of the fourth kingdom near the end of the Great Race War, they managed to retain both the culture and a sense of identity while integrating themselves into the other three kingdoms. (17 RP)

Nekomi Racial Traits
+2 Dexterity, +2 Constitution, -2 Wisdom: The Nekomi are fast and hardy but tend to be impulsive and can be easily distracted.
Medium: Nekomi are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Nekomi have a base speed of 30 feet.
Languages: Nekomi begin play speaking Nekomi. Nekomi with high Intelligence scores can choose any languages they want.
Greater Defensive Training: Nekomi race gain a +2 dodge bonus to Armor Class.
Greater Lucky: Nekomi gain a +2 racial bonus on all saving throws.
Nimble Faller: Nekomi land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.
Low-Light Vision: Nekomi can see twice as far as a race with normal vision in conditions of dim light.
Stalker: Perception and Stealth are always class skills for members of this race.
Fleet-Footed: Nekomi receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Favored Class: Scout. (Pathfinder equivalent: Ranger)

Devilkin

Devilkin were originally created by a combination of specialized magics and alchemy from human volunteers near the beginning of the Great Race War to augment the warring armies magical strength. Because they were once human, they grow and age like humans do. Devilkin look virtually the same as humans except for the distinctive black tail, which gives them their name. (RP 25)

Devilkin Racial Traits
+4 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma, -2 Strength: Devilkin are highly capable spellcasters but are considered weak in physical combat.
Medium: Devilkin are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Devilkin have a base speed of 30 feet.
Languages: Devilkin begin play speaking the Nation language. Devilkin with high Intelligence scores can choose any languages they want.
Deathless Spirit: Devilkin gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
Greater Spell Resistance: Devilkin gain spell resistance equal to 11 + their character level.
Skill Bonus (Spellcraft): Devilkin gain a +2 racial bonus on skill checks.
Constant Spell-Like Divination: Devilkin can use Detect Magic as a constant spell-like ability. The caster level is equal to the character's level.
Darkvision: Devilkin can see in the dark up to 120 feet.
See in Darkness: Devilkin can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.
Lightbringer: Devilkin are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If a member of this race has an Intelligence of 10 or higher, it may use Light at will as a spell-like ability.
Favored Class: Sorcerer (Pathfinder equivalent: Wizard)

Angeloid

Angeloids were created near the end of the Great Race War as living weapons. Created completely artificially and with the help of the Sun God (who's appearance they share). While a small number are still being artificially created even today, the vast majority are the result of natural processes. Even today the average angeloid embraces the role that their race was created for, honing their already impressive combat skills to a virtually unimaginable level. (RP 28)

Angeloid Racial Traits
+2 Strength, +2 Dexterity: Angeloids are both nimble and strong.
Medium: Angeloids are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Angeloids have a base walking speed of 30 feet. In addition, they possess a flying speed of 80 feet with perfect maneuverability.
Languages: Angeloids begin play speaking the Nation language. Angeloids with high Intelligence scores can choose any languages they want.
Lesser Spell-Like Ability: Angeloids can use True Strike as a spell-like ability once per day. The caster level of the spell is equal to the character's level.
Low-Light Vision: Angeloids can see twice as far as a race with normal vision in conditions of dim light.
Darkvision: Angeloids can see in the dark up to 120 feet.
Fast Healing: Angeloids regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.
Favored Class: Duelist (Pathfinder equivalent: Fighter)

Population Breakdown: 70% Human, 24% Nekomi, 5% Devilkin, 1% Angeloid
All races use human age, height&weight charts.
(Race names subject to change if I think of something better)


As some of you may remember, I've put some time and energy into developing a working version of this system. My current project is to create a fully fleshed out campaign guide; complete with new races, new classes, a revamped spellcasting and item enchantment system, new deities, and hopefully a decently fleshed out history.

I'll start by posting the races that I've designed (or in the case of humans, overhauled). I'm including picture links for those who are interested in seeing what I used for inspiration for each race.

And yes, feedback is welcome.


Halek wrote:
Doesnt this fulfill the same purpose as treasure?

Yes. But it removes the need to have each encounter loaded down with gold and other valuables.


If you really want a historical knight's code, I recommend getting your hands on a copy of a book on Chivalry written by Leon Gautier. It's in google books, or should still be.


Hopefully, what this will do is make treasure once again TREASURE. Not "400 gold...yawn".


Yeah, I see this issue among people who are "neutral" aligned. Best bet: Walk away. Find another group. Play online.

Neutral means (IMO) that even though you're looking out for number one, you recognize that working as a TEAM represents the best bet for survival. Only evil characters act in the manner you describe.


I didn't realize I posted three copies of the same message. I forgot to put in there that distillation from a creature takes one minute instead of an hour.


Let's face it, the average group of wandering monsters has more wealth than some cities. Given that most of said money tends to go toward magical items (either purchasing or creating), I've come up with this suggested solution.

[hr]

Essence Crystals

Essence Crystals are distilled magical energy in a solid form. Each crystals weights one pound and contains an amount of magical energy

depending upon how it was created. Essence crystals are used primary in magic item creation and under certain cirumstances can replace

expensive and/or hard to find material spell components.

Essence Crystals can only be created by a spellcaster and require a DC20 spellcraft skill check. A spellcaster must sacrifice a memorized spell

(or a spell slot if a spontaneous caster) the level of which depends on the crystal to be created. This process requires an hour of

uninterrupted work, any interruption will cause failure and the loss of the spell being sacrificed. Alternately, essence crystals can be

distilled from a recently deceased creature, the process must be started within one minute of the deceased creature's death.

Essence Crystal Stats
Level 1, 100 gp enchantment value, 10 gp sell value
Level 2, 250 gp enchantment value, 40 gp sell value
Level 3, 500 gp enchantment value, 90 gp sell value
Level 5, 1000 gp enchantment value, 250 gp sell value
Level 10, 2500 gp enchantment value, 1000 gp sell value

Essence Crystal Creation
Level 1, 2nd level spell or 1-3 HD creature
Level 2, 3rd level spell or 4-5 HD creature
Level 3, 4th level spell or 6-7 HD creature
Level 5, 5th level spell or 8-10 HD creature
Level 10, 6th level spell 0r 11+ HD creature


Frost Fairy (aka Winter Fairy)
Racial Breakdown by Points

Type:
Fey = 2RP
*Fey have the low-light vision racial trait. Fey breathe, eat, and sleep.

Size: Tiny = 4RP
*Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy.

Speed: Really Reduced = -3RP
*The race has a base speed of 5 feet.

Ability Score: Standard = 0RP
*Members of this race gain a +2 bonus to Dexterity, a +2 bonus to Charisma, and a –2 penalty to Strength.

Language: Xenophobic = 0RP
*Members of this race start with their racial language only. Races without a racial language cannot take this array. Furthermore, choose up to four languages (except for Druidic or other secret languages), one of which must be Common (or Undercommon, if the race is native to the Darklands). Members of this race with high Intelligence scores can choose from any of these additional languages.

Racial Traits:
Shadow Resistance = 2RP
*Members of this race gain cold resistance 5 and electricity resistance 5.

Arcane Focus = 1RP
*Members of this race gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Flight = 12RP
*Benefit: Members of this race have a fly speed of 70 feet with perfect maneuverability.

Total Point Cost = 18RP


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While I'm certain that this has been done already, I thought that I'd share with the community my concept on how this might be done. While I can't speak for anyone else, the thought of a six inch character fluttering about and chucking fireballs does have a certain appeal...

Frost Fairy (aka Winter Fairy)
Winter Fairy
-2 Strength, +2 Dexterity, +2 Charisma

Tiny!*
Fairies are tiny sized Fey creatures. Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy.

Flight
Frost Fairies fly at a speed of 70 feet with perfect maneuverability.

Low-Light Vision
Frost Fairies have low-light vision to 60 feet.

Shadow Resistance
Frost Fairies have Cold resistance 5 and Electric resistance 5.

Arcane Resistance
Frost Fairies have a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Languages
Frost Fairies start with only their own racial languages (i.e. Fairy) which to the untrained ear sounds only like bells ringing.
Frost Fairies with a high intelligence may select from the following list: Common, Auran, Draconic, Sylvan.


DeathQuaker wrote:
Richard at a glance, I like your stuff. If I get back to my own project, do you mind if I steal your idea of the drain feats?

Nope, go right ahead.


I see that now. I'll put any additional posts in that thread.


I've produced a modified version of the system as an experiment. Any feedback would, of course, be interesting to hear.

First Draft

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